Ariel
Chaotic Good Female Human Sorcerer Level 13
Ariel is the daughter of minor nobility in the human Kingdom. When she was about 14 she ran away. The combination of a stifling home life and her emerging sorcerous abilities made her feel it was better to leave. Once she was secure in her ability to fend for herself she returned to her family to make amends but had by then acquired a wanderlust. She is not happy staying in one place for long and as she travels enjoys the opportunity to help out people in trouble. While her thinking about nobility has changed a lot since her time at home her habits and first reactions are very much those of a young noble woman.
|
Feats: Skill Focus: Disguise +3 Disguise Draconic Heritage (Silver) Disguise as Class Skill. Bonus Saving throws vs Sleep, paralysis and Cold (5) Draconic Skin +1 Natural Armour Draconic Reistance 5 vs Cold Draconic Power +1 Caster Level and DC of Cold spells Draconic Legacy Additional spells: Air Walk, Feather Fall and Wind Wall Spell Penetration +2 on CL checks to penetrate Spell Resistance (Alertness from Boris) +2 on Listen and spot Languages: Skill Tricks: Human: |
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Skills
|
Size/Type: Tiny Animal Hit Points: 38 Initiative: +2 Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft. Armor Class: 21(25) (+7 for familiar and +4 from Mage Armour within 5ft of Ariel) +2 size, +2 Dex, touch 21(25), flat-footed 19(23) Base Attack: +6/1 Grapple: –12 Attack: Bite +10 melee (1d3–4) Full Attack: Bite +10/+5 melee (1d3–4) Space/Reach: 2-1/2 ft./0 ft. Special Qualities: Low-light vision, scent, Spell Resistance 18 Saves: Fort +5, Ref +7, Will +9 Abilities: Str 2, Dex 15, Con 10, Int 12, Wis 12, Cha 2 Skills: Balance +10, Climb +12, Hide +16, Move Silently +10, Swim +10 Feats: Stealthy, Weapon Finesse, Improved Evasion. Skills: Rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat can always choose to take 10 on Climb checks, even if rushed or threatened. A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. Gear: |
Spells
Zero-level Sorcerer spells: 6 per day 15
Acid Splash 1d3 Acid damage
Detect Poison
Detect Magic
Light
Mage Hand 5lbs
Message
Open/Close
Mending
Prestidigitation
First-level Sorcerer spells: 8 (6+2) per day 16
Feather Fall
Endure Elements
Protection From Evil
Mage Armor
Identify
Disguise Self
Second-level Sorcerer spells: 7 (6+1) per day 17
Darkvision 1/hr/L 60ft
Whispering Wind - Send msg. 1mile/L 1-6 MpH 25 words 1hour/L
See Invisibility 10m/L
Resist Energy 10 m/L 10/L pts resisted of one energy type
Knock
Third-level Sorcerer spells: 7 (6+1) per day 18
//Wind Wall //
Dispel Magic
Tongues 10m/L
Lightning Bolt 120ft line 10d6
Gaseous Form 2m/L
Fourth-level Sorcerer spells: 7 (6+1) per day 19
Leomund’s Secure Shelter 2hrs/L
Summon Monster 4 1rd/L
Invisibility, Greater 1rd/L can attack.
Evard's Black Tentacles. r: 100 +10/L 20ft radius. No save or SR. Grapple check 8+CL (d20+ 21) Tentacles count as Large. Creatures not grappled move at half speed.
Fifth-level Sorcerer spells: 7 (6+1) per day 20 (21 for CoC)
Air Walk
Cone of Cold 60ft 1d6/L (13d6 Draconic) Saving throw +1 Draconic Reflex half SR Y
Teleport
Break Enchantment (25 ft. + 5 ft./2 levels) Up to one creature per level, all within 30 ft. of each other
This spell frees victims from enchantments, transmutations, and curses. Break enchantment can reverse even an instantaneous effect. For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect. Success means that the creature is free of the spell, curse, or effect. For a cursed magic item, the DC is 25.
If the spell is one that cannot be dispelled by dispel magic, break enchantment works only if that spell is 5th level or lower.
If the effect comes from some permanent magic item break enchantment does not remove the curse from the item, but it does frees the victim from the item’s effects.
Sixth-level Sorcerer spells: 4 per day 21
Disintegrate 2d6/L Save Fort for only 5d6 damage SR Y
Globe of Invulnerability. 1rd/L 10ft radius. 4th level spells and lower.